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Found 3 results

  1. Hi everyone, I know this post comes at an awkward time, as we are just about to see a new codex that could wildly change how things look for us in a couple months time... but I figured I may as well build towards a goal for the time being and might as well get some input while doing it... so this list assumes the changes we know are coming (2 wound marines, new weapon stats), but no point changes, and will be looking to use some of those favoured new multiwound winners and weapon profiles. I have never played marines before (was a die hard Tau player for my 40k career, but have always wanted to build a marine army) and only recently returned to the hobby after almost a decade away... and a lot has changed since 5th edition. For the most part I think my story is similar to most, I'm not going to be dropping into the tournament scene any time soon (those days are likely done for me) and will mostly be playing with friends and locals for fun, but at the same time I dont want to just find myself stomped by simple list issues on my end which is why I wanted some advice from more experience marine players. I will be playing Raven Guard tactics their rules fit most closely to the custom chapter I have been making (loyalist Night Lords). The main idea of my list is as follows: HQ: Shrike Phobos Lieutenant (Warlord) - Ex Tenebris, Master of Ambush Troops: 2x5 Intercessors Elites 5 terminators - powerfists & storm bolters 5 vangaurd veterans - jump packs, 2 lightning claws Heavy support: 5 hellblasters - heavy plasma incinerator This leaves me with enough points for one more squad, and I'm torn on which way to take it: - 5 additional intercessors - 3 eliminators and a pair of power swords for the intercessor seargants. Both have their advantages and I would love to hear you opinions on what would add more to the list as far as its performance goes. On the one hand, 5 more objective secured bodies is pretty relevant in 9th from what I can tell. On the other hand, the eliminators add deployment flexibility, their defenses, and a strong disruptive element in their ability to snipe out character auras. As far as the battle plan goes, the army relies heavily on alternate deployment options such as master of ambush, strike from the shadows, and deepstrike to stay flexible and deploy into the midfield early to claim objectives. It then capitalizes on the advantage in fire fights thanks to the chapter abilities while in cover and at a distance to out grind opponents on the midfield objectives while Shrike and the Vanguard provide flexible mobile support. Overall I suspect it may lean too heavily into deployment gimmicks and be light on anti-tank, but I think I would rather have the potential for flexibility in how I deploy/redeploy, and would rather have the list lean harder into cutting down infantry that will hold objectives and win the game rather than the tanks that support them. I would love to hear everyone's thoughts!
  2. I've really been inspired to try some more off the wall builds with my other armies and see how they do after the success of my all Kroot list. So here's a 1000 points Space Marine list I've been mulling around for a while. Any ideas so long as they keep to the army's theme would be greatly appreciated. 1000 Points Incursion List: 2 Patrol Detachments (2CP) Detachment 1 Custom Chapter Void Rangers 8th Company: Fearsome Aspect (All units have a -1 Ld Aura within 3"), Hungry for Battle (+1 Advance & Charge). HQ Master of Sanctity with Jump Pack: 125 Points WT: Wise Orator (+1 to Litany Success & Commanding Oratory Stratagem costs 1CP), Relic: Emperor's Judgement. (Cannot re-reroll attacks against this unit. 6" Aura: Enemy units roll 2D6 for Ld and discard the highest.) Litanies: Mantra of Strength, Canticle of Hate. Troop 5 Man Tactical Squad with Mult-Melta & Combi Melta: 120 Points Elite 5 Vanguard Veterans with Jump Packs, 1 Thunder Hammer, 1 Plasma Pistols: 127 Points 5 Man Riever Squad with Special-Issue Bolt Pistols/Combat Knives and Grav-Chutes: 100 Points Detachment 2 Custom Chapter Void Rangers 8th Company: Fearsome Aspect (All units have a -1 Ld Aura within 3"), Hungry for Battle (+1 Advance & Charge). HQ Captain with Jump Pack, Relic Blade: 120 Points WT (1CP): Fear Made Manifest (6" Aura: Enemy units are -1Ld and -1 to Combat Attrition Tests), Relic (1CP): Armour Indomitus (+1 W, 2+ Sv, Once per game, gain a 3+ invul for the phase.) Troop 5 Man Tactical Squad with Mult-Melta: 110 Points Elite 5 Vanguard Veterans with Jump Packs, 1 Power Fist, 2 Plasma Pistols: 128 Points 5 Man Riever Squad with Special-Issue Bolt Pistols/Combat Knives and Grav-Chutes: 100 Points Fast Attack Attack Bike with Multi-Melta: 60 Points. Total: 1000 Points. So yeah, that's the list. I went with 2 Patrols as it was 1CP cheaper than running a Vangaurd Detachment. The idea is to hide out at the start then Deep strike on top of the enemy with Hungry for Battle making the required charge 8". I can make the Chaplain's unit only 7" required with Canticle of Hate (does not stack with Hungry for Battle.) Even getting a single kill on most units should force a Ld check as all these debuffs are cumulative. -2 from Reivers, up to -3 for nearby units, an extra -1 from Captain, a big debuff in 2D6 pick the lowest from the Chaplain, plus whatever casualties are taken. I'm worried about not being that strong against vehicles and Characters, so I tried to make my two pretty fighty and spread a few Mult-Meltas around with my infantry (hence Tacticals over Intercessors). What do you all think?
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